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Thran Temporal Gateway
, : You may put a historic permanent card from your hand onto the battlefield. (Artifacts, legendaries, and Sagas are historic.)
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Thran Temporal Gateway Discussion
1 week ago
I playtested this against my Dragons.
Eventually I got five Dragons on the field.
By that stage I had enough mana to pay for Lathliss Dragon Queen's ability to pump the Power of my 2/2 up by 9, making it do 11 damage.
I had gotten 4 damage in earlier in the game with Dismissive Pyromancer, leaving this deck on 5.
Jodah, Archmage Eternal really feels more like a Commander card than a Standard card.
He is cheap enough to make recasting no problem.
His ability would let you get away with playing HUGE spells for peanuts.
He's really not suited to Standard, in my opinion.
Working out your mana base a bit more MIGHT speed this deck up a little. I could probably do it, but I'm tired and don't really feel like it.
There are some problems with the plays you've set out.
This can't happen if the first land pays for the second land, and the second land comes in tapped, which is what happened on my test.
T3: Land, Root Snare on opponents turn.
With only three copies of Root Snare in the deck you are more likely to see it in the late game, rather than on Turn 3.
This play can't happen either. Thran Temporal Gateway costs to activate, and Jodah eternal coats to cast, which would require eight mana.
If you played Chromatic Lantern on Turn 4 you would have access to only six mana, but you couldn't also have played Thran Temporal Gateway that turn.
This deck sort of has too much going on.
I do like the Ramp into Zetalpa, Primal Dawn. I believe there is a place for that card in Standard, but it would probably be in a shell with early mana dorks.
The ratio of Creatures to Artifacts feels way off here.
23 cards in this deck are non-creature spells, but they are all concerned with fixing mana, or stopping damage. That is only going to delay the Opponent and help you Ramp so much.
You have no spot removal which meant that all I had to do to protect my main win con, Lathliss, Dragon Queen, was just not attack with her.
Sorry to be the bearer of bad tidings.
I don't really think this deck is viable in Standard.
If you change it and want me to take another look, tag me in these comments.
I used to offer a lot of deck help, but I have really cut that back these days.
1 week ago
you probably don't need any of the equipment cause emrakul is pretty hard to get rid of, maybe add in more ways to cheat it out like Thran Temporal Gateway, Champion of Rhonas maybe even Belbe's Portal.
2 weeks ago
You have an awful lot of ramp and not much to ramp into. Multani, Yavimaya's Avatar, would be a good option, or Chromium, the Mutable if you want to keep with dragons. Llanowar Scout would be better as just Druid of the Cowl, as you don't have a way to get a bunch of lands to your hand and don't need the potential color fixing. Thran Temporal Gateway I think is just way too slow, as it's 8 mana for an instant speed bolas. I think there's probably other improvements you could make to the deck, but adding more payoffs and getting rid of some of the bad options would be a good place to start. Like the deck.
4 weeks ago
1 month ago
All cut. Not sure if you prefer Liliana Vess over Vraska, Golgari Queen, but since you hated the latter, I'm pretty sure Tamiyo, the Moon Sage's -8 can compliment this, unless only stuff like Meekstone/Ensnaring Bridge can help for stuff Power <3. Ideas? Or should I just put back in either Demonic Tutor, or Counterflux? (Thran Temporal Gateway is a better replacement than Sunbird's Invocation anyway it seems...)
Any thoughts, DrkNinja?
1 month ago
1 month ago
I feel like this needs some mana ramp. You can keep the majority of your and add some for Llanowar Elves and Song of Freyalise then use Thran Temporal Gateway with Voltaic Servant to cheat out historic permanents for at least once every turn(Including opponent's!).